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[WIP] Add dither struct and select texture based on the pass #192

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@dati91 dati91 commented Jun 20, 2018

Fixes: #158

GL result

REFTEST TEST-UNEXPECTED-FAIL | reftests/filters/blend-clipped.yaml == reftests/filters/blend-clipped.png | image comparison, max difference: 1, number of differing pixels: 446

VK result

REFTEST TEST-UNEXPECTED-FAIL | reftests/filters/blend-clipped.yaml == reftests/filters/blend-clipped.png | image comparison, max difference: 48, number of differing pixels: 448

(It was number of differing pixels: 47483 before this)

@dati91 dati91 requested a review from kvark June 20, 2018 17:55
}

pub fn get(&self) -> &Texture {
if self.in_main_framebuffer_pass {
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why does this only apply to the main framebuffer? I'd expect it to be a general difference in the rendering coordinate systems.

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Hmm, You are right, this only passes the wrench tests. In servo we still fail the gradient test.
I'm missing something...

@dati91 dati91 changed the title Add dither struct and select texture based on the pass [WIP] Add dither struct and select texture based on the pass Jun 21, 2018
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kvark commented Jun 21, 2018

  1. I don't think we need to fix the dither tests specifically as a requirement
  2. It would still be useful to toggle the vertical flip of the dither in order to confirm that it's the only issue on those tests

For the latter, I think we can get away with a simpler approach than having 2 textures. E.g. the shaders may have a feature to just invert the Y before sampling the dither texture.

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